Tác giả CN
| Hsiu-Ting, Hung. |
Nhan đề
| Gamifying the flipped classroom using game-based learning materials / Hsiu-Ting Hung. |
Thông tin xuất bản
| 2018. |
Mô tả vật lý
| p. 296-309. |
Tóm tắt
| Many proponents of flipped classrooms have sought to develop innovative approaches in order to advance the knowledge base of effective practices. In this study, a gamified flipped classroom approach is thus proposed to help teachers design and incorporate classroom activities that can be engaging to students. The proposed approach combines the advantages of flipped classrooms and game-based learning, leveraging the use of technology-enhanced board games (TEBGs) to nurture student engagement. What distinguishes the TEBGs from common board games is the integration of Quick Response (QR) codes to deliver digital content via mobile technology. The research results suggest that the proposed approach is beneficial for English-language learners by reducing their anxiety about speaking English in class and enhancing their motivation to take part in classroom activities. It is thus hoped that more enthusiastic teachers will become early adopters of the gamified flipped classroom approach. |
Đề mục chủ đề
| Game-based learning--English |
Thuật ngữ không kiểm soát
| Methodology. |
Thuật ngữ không kiểm soát
| English language. |
Thuật ngữ không kiểm soát
| Ngôn ngữ Anh. |
Thuật ngữ không kiểm soát
| Classroom activities. |
Thuật ngữ không kiểm soát
| Gamifying. |
Thuật ngữ không kiểm soát
| Hoạt động lớp học. |
Nguồn trích
| ELT Journal- Volume 72, Issue 3 |
|
000
| 00000nab#a2200000ui#4500 |
---|
001 | 53729 |
---|
002 | 2 |
---|
004 | 778DA70D-D74D-4106-AF3F-A1E38ECFCD33 |
---|
005 | 202007171001 |
---|
008 | 081223s2018 vm| vie |
---|
009 | 1 0 |
---|
035 | |a1456368137 |
---|
039 | |a20241208223804|bidtocn|c20200717100149|dhuongnt|y20181108105629|zthuvt |
---|
041 | 0 |aeng |
---|
044 | |aenk |
---|
100 | 1 |aHsiu-Ting, Hung. |
---|
245 | 10|aGamifying the flipped classroom using game-based learning materials / |cHsiu-Ting Hung. |
---|
260 | |c2018. |
---|
300 | 10|ap. 296-309. |
---|
520 | |aMany proponents of flipped classrooms have sought to develop innovative approaches in order to advance the knowledge base of effective practices. In this study, a gamified flipped classroom approach is thus proposed to help teachers design and incorporate classroom activities that can be engaging to students. The proposed approach combines the advantages of flipped classrooms and game-based learning, leveraging the use of technology-enhanced board games (TEBGs) to nurture student engagement. What distinguishes the TEBGs from common board games is the integration of Quick Response (QR) codes to deliver digital content via mobile technology. The research results suggest that the proposed approach is beneficial for English-language learners by reducing their anxiety about speaking English in class and enhancing their motivation to take part in classroom activities. It is thus hoped that more enthusiastic teachers will become early adopters of the gamified flipped classroom approach. |
---|
650 | 1 |aGame-based learning|xEnglish |
---|
653 | 0 |aMethodology. |
---|
653 | 0 |aEnglish language. |
---|
653 | 0 |aNgôn ngữ Anh. |
---|
653 | 0 |aClassroom activities. |
---|
653 | 0 |aGamifying. |
---|
653 | 0 |aHoạt động lớp học. |
---|
773 | 0 |tELT Journal|gVolume 72, Issue 3 |
---|
890 | |a0|b0|c0|d0 |
---|
|
|
Không có liên kết tài liệu số nào